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Frogpondvale
Frogpondvale
Your characters can visit, get themselves into Only one die can be rolled per campaign
trouble and be off again, without a major turn.
commitment.
Being a “Adventure Location” rather than a “When adventuring in Frog Pond, you may
“Quest” means there’s no over-arching plot always cut your expedition short and return
to follow.
back to civilization after an encounter.
As such, a group could visit the Vale at any This succeeds automatically”.
The encounters assume a group of 4-6 Such an expedition will consist of three
adventurers.
encounters generated below.
the two nearest cities, travelers tend to go If so, simply generate a single encounter on
around, preferring to take the longer route the way.
Eventually, the locals simply abandoned the If so, you will need to survive 1D3+2
Vale. The monsters seem to stay in the fog, encounters before you can find what you
but every year, it seems a few more feet are seek.
Hunters carry javelins that can be thrown up While ill, the adventurer treats all 5’s and 6’s
to 8” with 2 Attack dice.
as 4’s when moving and is unable to cast
any spells.
On a 3-6, you are +1 to all Initiative rolls for After each encounter, roll a D6 for every ill
the battle.
adventurer.
They are armed only with close combat Set up the snakes 1D6+2” from your party,
weapons.
surrounding them.
If you ignore them, the encounter ends but Apparitions can move through solid objects
can be encountered again.
and ignore all physical armor when attacking.
recover.
Your other adventurers will strike to stun, so The apparitions will not flee from the battle
no permanent injury will occur, but the mad under any circumstances.
The party is attacked by swarms of Vale Roll a D6 for every character. They become
frogs.
stuck on a 1-3.
number of swarms.
Any MARSH BORN, lizard man or similar
Each swarm is represented by one characters only become stuck on a 1.
miniatures base.
Each swarm moves and fights as a single A stuck character must roll a D6 for every
creature.
item they carry:
Swarms lack intelligence and will simply Yes, even your favorite magical sword.
dice however.
Once this location becomes known to you,
after any future encounter in the Vale, you
The frogs don’t carry anything particularly may return here to rest up.
If the adventurers win and hold the field, they After each time you rest, roll a D6. On a 1,
can chow down on fried giant frog legs.
the camp site finally sinks into the mire and
This counts as resting, allowing the party to is lost to you.
If you take them along, they will fight as part 13 Goblin Raiders
of your party as a Minion.
You stumble across a gang of goblinoids
while they are planning a raid on a nearby
Upon reaching civilization alive, roll a D6.
village.
On a 1, they were a thief and made off with
every magical potion your party owned.
You can try to sneak away. Any good-
hearted or noble character will refuse to do
On any other roll, they reveal themselves to this.
if the toad activates more than 5” from any 3 underlings have javelins to throw (8”
character, roll a D6:
range). The rest have crude spears.
Loot table.
If you wear the armor and later fight the (Speed 3, Attack 2, Defense 2, Life 1).
of other opponents.
In the first turn, they will all move before you
have a chance to act.
she needs.
give you a swig of her brew. This completely If the party has food, cross off rations.
cures a single injured character of all
Otherwise, you are -1 to all Initiative rolls for
damage they have taken.
and mindlessly.
Until then, the gassed characters cannot Upon completion, you earn 2 additional rolls
participate in any battle, though the rest of on the Loot table.
the party can lead them along.